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Feedback comments for LD46
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| Timestamp | Since previous | Game | pkenney's comment | |
|---|---|---|---|---|
| Apr 20 21:53:41 | cheяnoбуl simulator (chernobyl simulator) | ♥ 2 | I tried very hard to connect with this game, it looks really nice and I'm interested in the theme, so I want to find out more about it. My difficulty was three things: 1) The mouse sens is overwhelmingly high 2) The frame rate is a little bit low, maybe too many particles? 3) The allowed seconds are very short The result was that I was disoriented, and could hardly get my eye facing a certain direction correctly before dying. Just entering the hallway was a big challenge. Sorry! I really tried! I played probably 30 or 40 times. I tried to find ways to adjust the mouse settings outside the game. But I'm afraid nothing worked. If you post some instructions or a version with less sensitivity, I'll give it another shot! | |
| Apr 20 22:12:28 | 18m 47s | The 24th Century Surgeon | ♥ 2 | Very cool! I love the 3-layer human, and the tutorial was well done to ramp me up into what would otherwise have been a difficult game to learn. I had several successful surgeries, but also some failure. I think the pacing is nicely designed. The wait time on the regeneration pods is perfect. They are slow enough to bottleneck me, but fast enough that sometimes the body part is ready before I am. It made for a nice tension between "do I wait for the part now, or go back to searching for the next thing I need to replace?" The clipboard was pretty useless, since it did not check off the fixed items, but I liked it that way. It meant that I had to move around the body exploring for the damage myself... altho maybe there is an even more turbo version of the game where I see the remaining TODO list without blocking my pods, and am able to (and required to!) work even faster. The only splinter that caught me was that sometimes there seems to be a weird offset between the mouse and organ, only rarely, and it snaps into the wrong place. It left me wondering why the surgery wasn't over, but it was because I'd mis-installed an organ. Overall a really well put-together package. The art and sounds supported the play experience nicely. |
| Apr 20 22:20:34 | 8m 06s | Hostage Savers | ♥ 1 | Ouch sorry to hear that! Must be frustrating after working all weekend. The screen shot looks nice, though. If you get it fixed post in here and I'm sure you'll still get a few post-compo plays and comments. Good luck! |
| Apr 20 22:31:05 | 10m 31s | Power Drain | ♥ 0 | Cool game with a bunch of features and effects! My favorite thing by far was throwing a grenade. If I could add one thing, it would be some feedback indicating when I get hit or successfully hit enemies. I was also a little unclear on the distinction between health and energy. But that grenade sure felt nice, I loved bouncing it up and ba-boom! |
| Apr 20 23:14:04 | 42m 59s | The Cause | ♥ 1 | Very cool theme, and a nice presentation! I loved how the cards had a bit of snark to them, but also spanned from the mundane to the outrageous. Board layout was really clear, there were nice red flashes on errors that helped me win (altho I was surprised I couldn't play a zero-cost card that made money to pay for my illegal broadcast, which I had to discard from play before I could play anything). I didn't manage to win, but I played two complete games and was drawn into the systems. I was a bit unsure what victory was made of, so I wasn't sure how to steer my strategy through my choices. Game 1 I just acquired a following to see what happened at showdown, but they did nothing against the GVRNMNT. In game two I played to get to 100% hope, thinking that might trigger the win. That situation is here in this screenshot: https://imgur.com/vr5il5J I lost just the same, but I was left unsure whether that meant I was wrong about going for hope, or just that a tie goes to The Man. I suppose if I could add one thing to the game, it would be that when I mouse-over the various stats at the top, there was a short tooltip explaining. Anyway, a really cool vibe/tone to the game, and it plays smoothly in terms of interface. It's not easy to put together a card strategy game for the compo! Nice work. |
| Apr 21 01:50:25 | 2h 36m | Keep IT alive | ♥ 3 | Wow this is really well-done. I played a bunch of times, because as I saw problems arise I wanted to go back and start over. I love the way the coffee/fruit needs are not quite in balance, and natural imbalances build up until you are looking at a convey clogged with coffee and devs waiting on fruit. The graphics are very nice, the mood of the space is enjoyable (the tune helps you a lot there, I know you didn't make it but well-chosen). The controls are good but a bit shy of great imo - I would have wished for a few conveniences such as rotating w/ mousewheel, and an easier way to delete/overwrite. The theme twist is clever and the overall package comes together into a cohesive entry. Nice work! |
| Apr 21 02:08:10 | 17m 45s | Turbosaurus Hero | ♥ 0 | Crazy idea and interface! Got my tail kicked the first few times out until I started getting the hang of it, then I played all the way to 300 chilling to the jazzy bass and chewing a LOT. I didn't make much of the eyes or neck, but later in life I did my share of farting. |
| Apr 21 02:19:44 | 11m 34s | The Bloodhaven Academy Dragon Club | ♥ 1 | Nice use of the mixed media, and animating the sprites with wobbles and tweens looks good. |
| Apr 21 22:12:01 | 19h 52m | Symbiosis | ♥ 2 | Very cool, I liked this and played to the end. I was drawn in because I like to see turn-based games, but I enjoyed all of it. The intro story was surprisingly good at setting me up and pulling me into the world, and then I enjoyed the chunky tactics of making sure to avoid getting hit by the enemies. The art is really strong. Especially the animations, and in particular the feed animation. The hybrid main character reminded of Venom, in a cool way, and the story set me up to enjoy the sprites/action that much more. If I could change one thing about the game it would be the pace of play. The art is so nice, but it's tough to have such a long move animation, and in an empty room it was a bit tedious to cross a large space. Combat could stand to be a bit faster, too, maybe the enemies could take a simultaneous turn rather than each going individually, and you could take the basic attack down to one button by making it so that if I move into a guy it's understood as an attack. But while the game could play a little faster, I still very much enjoyed the experience, and I felt like it really came together with the art, story, setting, and mechanics all coming together into a cohesive vision. Very nice work! |
| Apr 21 23:01:11 | 49m 10s | Fighting Footwork | ♥ 2 | Hey! Congrats on making your first LD entry! Turn-based fencing is a very cool concept. I remember playing the Flash Duel card game, which was inspired by an old fencing card game called En Garde, so I was excited to try this. There was some friction, though. I'm going to provide some feedback that I hope you find useful and constructive. I see the game comes packaged as an installer. Please consider not shipping that way, since I prefer not to have to uninstall 30-50 pieces of software after LD. Also, when I did go back to manually uninstall this after playing, I could not find it. It does not install under its own name, but instead under the name "Made in GameMaker Studio 2" which took me a while to locate. That doesn't bear on the game or the rating, just a convenience thing to consider next time! On to the actual game: I like the presentation, and the round structure concept is interesting. The way the play goes back and forth between attack and defense mode is also cool. The background music creates a nice tension, and the clock raises that higher, but it's nice you allow me to forget the clock with easy mode. So I think you have a strong platform for an interesting turn-based battle here with a unique feel. But you are getting complaints that people are confused. That's super-common for a first LD. In fact, it's more common to have a crapgame or even fail outright, so you're already ahead of the curve there. But confused players is also a very common problem, and I encourage you to really dig into that feedback with an open mind because it can lead to some of the most important improvements in your jamming skills! I know it's not super-useful feedback to just say "I was confused" so I tried to challenge myself to give you better than that... not sure this is what you want, but here I have typed up my thought process as the player, going through a round against the Easy AI: --- I'm playing now (yeah I reinstalled it). I start with a feint, and the AI did a breeze. Is that good? Bad? I don't know. I try to judge by looking at which options it left open, but I can't really draw a conclusion. Now I am choosing, and I guess I'll pick remise because it's a turn 2 ability and I'm in turn 2! OK the AI did breeze again. But is that good? I can't tell. Now I will do break because it says turn 3: he did beat. It seems I did well because a heart disappeared -- although the heart is half red and half blue, so it's kind of unclear whether the enemy took damage, or if I did. The move card also said "take damage if you lose the round" so it also hints that either of us could have taken damage. But I guess I'm the one who won because I'm still on the attack? Next round: open again with feint, and the enemy did displace. I can't tell if it's good. Instead of remise I will try the other turn 2 move, bind: enemy did breeze. I am supposing this was bad, because now I don't have any turn 3 move, only turn 1 strike and turn 2 remise available. Not sure but that seems like probably bad. I'll try remise: AI did breeze. Oh wait I won! So I guess I was wrong that it was bad. --- I'm sure you the dev are flabbergasted that I didn't understand the state transitions through the gameplay, so sorry about that. :( Overall I think you have a strong design idea here, because I like the presentation and the structure you have layered over the battle system. I regret that I couldn't understand it clearly enough to really appreciate it. Congrats again on a successful LD. The confused-player problem will pass - and the very best way to get past it is to watch someone play, either live over their shoulder saying NOTHING, or having someone record a first-sight youtube play where they talk through their thoughts. Not some big streamer, just put your game on a list from someone like Jupiter Hadley. You really have to witness the confusion to believe it! |
| Apr 21 23:19:25 | 18m 14s | Cannon Knight | ♥ 2 | I enjoyed the way the cannon does not shoot in a straight line, but arcs with gravity, so leading the targets was pretty interesting! I eventually found that I did best if I just held the mouse still and got used to the timing of one specific shot, and treated it almost like a rhythm game. Got up to around 118 I think? At one point I found you can live forever: Jump out of the castle and run up to the guys and then hold E, and you kind of "hold" the entire line of enemies... you can even march them right off the screen back where they came! Secret non-violent solution?? Cool little action game, nice work! |
| Apr 22 00:00:44 | 41m 19s | Is it wrong to feed haterz to my plants? | ♥ 2 | Ahh, the skulls on the statline! I tried playing without the instructions at first, and it was an enigma, I was thinking "I did all you ask and STILL you die??" Soon after reading the actual instructions it was many, many haters down the gullet as I got a handle on the basics, and then realized I could use mood manipulation on the human to further maintain control... I found a sweet spot and cruised for quite a while! The art (great animations!), sound, music, and theme come together into a cool little package here, with a nice dissonance between the sweet tone and the flying bones of my deserving victims! Nice work. PS the answer is "No." |
| Apr 22 03:04:02 | 3h 03m | Dog Walk Danger | ♥ 1 | So, I really liked this. The cuboid canine was a nice start for setting the tone: yo this is a jam game and we're having fun with that. I enjoyed the mechanic, the bone felt nice to throw, it was just the right amount of "gee maybe I better be careful here" without going anywhere near annoying. The quick bark somehow endeared me to the doggie, and on the last level when I threw the bone maybe a bit casually, there was this moment of OH NO where he cut the corner too short and fell into the lava!! Except wait, no, that tenacious little fellow had like somehow grabbed the edge of the walkway and climbed (?) back up to safety?! I was actually relieved. Somehow it was okay to run out of time and both of us to die, but for me to trick him into the lava would have been terrible. So yeah, clearly pulled me in. I also really appreciated the super-quick restart, and the sensitivity option was a nice touch (though the default was fine for me). Level 2 was my favorite, I think. Nice work! |
| Apr 22 03:23:16 | 19m 14s | Keep Town Alive | ♥ 1 | Wow talk about an essential job! Cool game. I made it to level 20. At level 7 I was like "pff I got this" and I was simply going around in a circle to each house and disinfecting. By level 10 I was like "umm wow okay I can see why this gets out of control" and responding more directly to problem houses without a schedule. By level 15 I was never taking my hand off the mouse button and frantically running from place to place. I think it's cool how your system works out so that when things are in control they are manageable, but once it gets a little out of control it starts escalating into disaster quickly! Nice tight controls, the audio was great at conveying both mood and game state, too. Good job! |
| Apr 22 23:16:01 | 19h 52m | BLOOM ETERNAL | ♥ 2 | OK, here goes: I lovehate this game. I am going to talk about what I like, but I am also going to critique details in the controls. The critique is not because the game is bad, or because I'm giving a poor rating. Exactly opposite: it's because the game is very GOOD but has a couple of simple choices that really downgrade the play experience for me. I hope you are OK with that sort of feedback, because I mean it to be helpful and constructive, and I really hope it does not come across disheartening or insulting. First, I LOVE the design. The Doom theme is great, and the art and chippy sounds have this great dissonance between the aggressive/demonic theme of Doom and the peacefulness of gardening. The design of gameplay is also excellent in the way that it forces me to multi-task and trade off between combat and gardening, I just love it. I also think the tutorial is very intelligently done: it leaves me alone in peace for as long as I need to understand several key things, the controls, the flowers and how they need watering, and even the flower-radar in the lower left. It's a great game in that regard, and I like it. And now for the pain, and please forgive me as I state my opinion as "fact": 1) Water on Z/C isn't right. I am in physical pain from twisting my pinky around to hit Z while keeping my hand on ESDF. Pico-8 would have let you use Tab, but the game doesn't accept that input. Right-click, E, shift, TAB, almost ANYTHING but Z, X, or C. 2) The camera is not correct. Because the player needs to see the action, many top-down shooters will not keep the character exactly in the center, and instead will shift the camera a little so they can see ahead of where they are going and/or aiming. Bloom does exactly the opposite, letting the player move ahead of the camera. This creates a multitude of problems, and it actually took me some testing and reflection to identify that all of these bad feels came from just the camera: - It denies a view of the action. Every game, I lost to enemies I couldn't quite see but felt I should have. - When enemies do come into view, there is only a tiny range of area that I can click into for shooting. One time I overshot the edge of the screen so bad that I closed the browser. - It lets me flip my aim accidentally, because I can walk right past my own reticle (thus reversing my shooting direction). This doesn't normally happen in top-down shooters (because the screen would move sooner) and it took me quite a while to even realize what was happening to me and why. Consider the following screenshot, where I have added a red arrow indicating my movement toward the enemies (I know only b/c of radar), and I have marked in red the "play zone" https://imgur.com/znWnf9P Such a tiny of portion of the screen is used usefully, and the rest goes to waste. Most combat occurs in this tiny cramped screen area. For comparison, check out a video on youtube called "Nuclear Throne's Camera - A Case Study (Unity)" It will show you how you can open up the screen with slightly different camera logic, and provide a better play experience. That's it! Just two things: button map, and camera logic. But a lot of impact on feel. I actually played this game a bunch anyway, because even in spite of the pain, it has so much to offer in its nice design that I wanted to experience more of how the gameplay developed. Overall this is a very solid entry, but it could be AWESOME if the feel was on point. I hope it's okay that I unloaded some specific feedback on you. If you hate even seeing this kind of comment, let me know and I'll come back and delete it. |
| Apr 22 23:45:48 | 29m 47s | Disco Lives | ♥ 3 | Disco power prevailed!! A few setbacks along the way, but otherwise it wouldn't have been an adventure. I was really grooving to the tune, and the art/sfx captured the spirit nicely. Controls smooth, game rules clear, very nice retro arcade gameplay with a few interesting interactions to explore (yes disco does beget disco!). Very nice entry hitting all the bases, well done! |
| Apr 23 00:06:33 | 20m 45s | ALIEN RESCUE | ♥ 0 | 212, thought it was good but I see a lot better has been done! https://imgur.com/JEj8Yit Man, nice work. This one hits a coherent light-hearted vibe across all the elements and really comes together. The tune is boppin'. The art is cute, appealing, and clear. That crazy alien... I mean the gameplay fits right into the tone, what is that GUY DOING IS HE CRAZY!!!?!?!! And then *whamp* that sound effect when you get hit, oh my. Controls were really solid, too. Are there discrete stops to the playfield that subtly facilitate standing exactly on the lines where cars won't hit you? If so nice flourish. Only thing gameplay-wise that was feelbad was when the alien got knocked off the screen and I had to attempt a blind ressucitation. That moment felt like it didn't fit into the whole experience. Oh wait - one other small nit: given the game is played entirely on keyboard, I found myself wishing the keyboard could restart, instead of having to grasp for the mouse each time I lost. So very nicely done: a classic arcade trope, then a small twist derived directly from the LD theme, executed on-point with art, sound, music, and gameplay. A very compo entry, well done. (My wife was in the other room, and I guess I was laughing pretty loud, because she shouted "Someone made a good game!") |
| Apr 23 02:56:21 | 2h 49m | Maintenance Bot 46 | ♥ 1 | Nice FTL vibe with the graphics, the red oxygen, and the slowly-spiraling-out-of-control crisis! At first I was like, "yeah I got this under control, I'll optimize my repair abilities by locating centrally in between breaches!" HAHAHAHA "IN BETWEEN" BREACHES! Soon I learned the error of that thinking! Who built this ship anyway?? And didn't I JUST FIX THAT EXACT SPOT?? ;) Game is pretty cool, but I wonder what could be done to juice up the feel a bit. Couple of comments in that direction: I did wonder what it might feel like if the game was faster overall - faster movement, faster breach repair, faster crisis arriving... did you experiment with mixing up the speed during the jam? When playing, I also noticed I caught the edge on corners a lot because I was seeking to minimize my travel time, and I was wondering if the colliders are all boxes. Sometimes a circle collider can be nice for avoiding "stuck" moments. Lastly, maybe allowing diagonal movement instead of only the cardinal directions would be worth considering. Maybe I'm just a speed freak though. I do like to zip around in games. Congrats on your first compo LD! |
| Apr 23 03:20:17 | 23m 56s | LD Jam 46 Keep It Alive | ♥ 0 | I won! Not easy, but a good amount of challenge where I felt like I was to blame when I died. The controls were tight, but then the "lag" of the knight moving behind me created new and interesting movement challenges that felt interesting to explore. The music was a standout for the mood, and probably kept me hanging in there for one more try without it feeling empty. I gotta pick up SOME kind of music skills for these compos, I'm always impressed by what people can do while still covering all the other bases, but this one was especially nice. So yeah - tight controls, cool mechanic, great music, and nice art (esp the main characters and environment), all kept me coming back to try again because I knew I could beat it but just messed up... until I won! A good all-around entry, nice job. Edit: how come I can't rate you on audio? |
| Apr 23 03:46:40 | 26m 23s | Gate Ball | ♥ 1 | Wow a really interesting idea here, and an absolutely fantastic execution on the look and sound. I feel like I would have enjoyed this a lot if the controls had just been a bit smoother. I struggled pretty badly the first few minutes, and I think it was the sensitivity of both the mouse (making it hard to tune my aim) and also the keyboard (making hard to fine tune my position). I think a touch of acceleration on the keyboard controls could help smooth them a bit, I felt like I was "snapping" back and forth between left-of what I wanted, then right-of, back and forth while the clock ran out. The second thing in controls I struggled with was the pull-back. First time I played, I thought it was kind of like pool/billiards, where I would line up behind the ball, then pull back and shoot. But when I did that, I pulled *WAY* back, and sometimes I fell out of the level and broke the game, other times I lost view of the game because of a wall, but in the times where I did take a shot it seemed like I barely grazed the ball at all or even stopped completely short of it. Later I learned to pre-windup and only THEN approach the ball, but the issue with this method is the suuuuper-slow movement rate you have post-windup. In the end I did learn to adjust, and I settled on a strategy of going way forward of the ball (but off to the side a bit), and then winding up so I was backed up near the ball, and then inching over to it and releasing. This worked okay and I got to level 4 where I very nearly won. But I felt like it was a shame, because the game was so interesting, but instead of thinking about the strategy of the GAME, I was thinking about the strategy of the INPUT to the game. I feel like this is a great concept, and I would have really enjoyed it a lot if there was less friction in between my plan and my action. Hope that's useful feedback! I only go into detail on an input critique like that when I feel like the game has a great idea, so I don't mean it to be too negative. You really hit the target on the look and feel, vibe, and also the game idea, so the fact that I critique the inputs doesn't mean I think it's bad or give a low rating. I just kind of want to play the version with streamlined inputs! EDIT: Wow just checked and I see this is your first LD, too, nice work! |
| Apr 23 04:30:59 | 44m 19s | The Hero of the Hamlet | ♥ 1 | Wowzers, second I saw the guy I was like, "well someone gave this hero a lot of coffee!" He's absolutely vibrating with kinetic energy. And it's no lie. I barely had to do more than glance at the keyboard, and he goes zooming around at 100 miles per hour! I don't mind. I often suggest people's games should move faster, and I am okay with turbo-get-to-the-action! I was sort of confused at first, though. There seems to be nothing productive to do with the first day, so I was just waiting around. The night would come and OMG the zombies! They smashed it all. First five or ten games I didn't know the shop was the shop, so it didn't exist anymore by the time I would have learned that. It was just "that grey building" and I would end up alone, protecting a single house by standing still at the spot the zombies favored and holding down "shoot" during the night, and then wondering how the game worked all day. So I caved and read the instructions. "Shoot the items to buy them!" it says. So there are the items, up at the top of the screen. I shoot them a hundred times, but nothing happens. Oh wait, that is my inventory UI bar, not the REAL items! Back to the instructions and I learn there is a shop, which will open on the second day. That's when I realize the grey building means something special, and so I hatch a plan: TONIGHT I will guard just that one shop to make sure it doesn't get wrecked by zombies, because I will ignore the rest of the town to guard just that! This way it's guaranteed not to get wrecked by zombies! ... It gets wrecked by zombies. The downside of my speed is that I cannot precisely position myself. There's a zombie - shoot him! Wait, a little to the left. No, not THAT far! Now a little to the right. No! You went too far an you're back where we started! Oh wait the shop is gone, which is effectively game over. It's actually a nice touch that the sand makes you slow. You think that's bad at first but then you realize that sometimes slow and steady wins the race. I went round and round like this, until I got a few upgrades and started smashing some zombies a little more efficiently. But honestly? I didn't really mind. Because my hyperspeed hero was zooming all over, blast bullets all over, and I was kind of enjoying it! Those zombies are crazy, because I sure wouldn't be attacking that guy's town. So overall a really interesting little game, just a bit of struggle getting engaged with the systems, due to some confusion. Pretty sweet job with the music and sound, too, by the way. |
| Apr 23 23:12:11 | 18h 41m | Monster Love | ♥ 0 | Oh man, it's like the Dark Souls of fly-swatting games! The way that swatting locks you out from moving or turning for a moment, combined with the way that there's a dead-spot between you and the swatter so you can't get TOO close, really made for a challenge! The music was great at increasing the tension and the whole game did a good job of making me feel frantic. Well done! |
| Apr 23 23:33:54 | 21m 43s | Pollinate | ♥ 0 | Very nice! I was initially concerned about the number of controls, but it was not a problem. The game is so peaceful and calm, and never puts any time pressure on you, so the phase where I was awkward at the controls didn't matter. I thought I was done, and then I spent more time with it trying to create a smoother gradient between a red and blue flower. pollinate-gradient.png The graphics, gameplay, and sound all created a very peaceful and moody entry, really well done! |
| Apr 23 23:48:38 | 14m 44s | The Last Tree | ♥ 1 | Hey, wow, what graphics, and the sound is music is really atmospheric. I was excited to see where it went, unfortunately the game maxed out my laptop's GPU, so everything moved in ultra-slow-mo with a lot of stutter and lag dominating the feel. I felt like I could not really play the actual intended experience so I just left ratings on the graphics and mood, sorry I can't offer feedback on more! |
| Apr 24 00:07:44 | 19m 06s | Keep It Alive | ♥ 1 | In LD44 I made a game about shoveling coal into a steam train while you multi-tasked, so when I saw this I had to check out another take on the concept. But this is just so well executed in the details. The air of mystery in the storytelling, the old man, his shoes, it all just works so well together. The sound effects are great, and fit with the chunky move system. The discrete nature of the state transitions in the shoveling made it feel more physical and satisfying, and the inclines were a great way to ratchet up the tension for brief bursts. The end had a sense of urgency and I saw I had to hit the button, so I only got a glimpse of the final scene, which was somehow fitting. Very impressive entry, nice work. |
| Apr 25 15:44:17 | 39h 36m | Food Chuck | ♥ 4 | WHAT'S WRONG WITH CACTUS YOU PICKY BASTARDS!!? ;) This was a wild ride, nice job. It's a delightfully bonkers universe, the first couple of seconds I already understood this was in the neighborhood of Mad Max and I was a nutter in a crazy car. The music was a great way to set the tone right from the start. Then the weirdo food orders start coming, and it's a wonderful mashup. A few important elements of the game didn't reveal themselves to me immediately, but were great once I figured them out - I didn't notice the specific bullseye targets at first, and I didn't realize the audio weaponswitch was actually saying the name of the food. Once I figured those two things out I was doing a LOT better! ...Side note: Actually it ended up mattering that the voice was saying the food names, because beyond being just a helpful piece of gameplay info communicated on a second channel, it also helped me to understand that it was a cactus and not a watermelon. That became relevant after I went a little too far down a google-hole on that folk song and its history... o_O My laptop's GPU is not great, so it was getting maxed out when the action heated up, and as a result I think I had a choppier experience than ideal. Still totally playable, but I bet the experience is that much better when there's a buttery smoothness to the aiming. With a bit of lag-stutter to my aiming I felt like my skill ceiling was a bit capped. The introduction of additional food items was a really great way to escalate the difficulty, and the new vehicles gave progression a nice flavor. I did struggle a bit with exactly what part of my reticle I should be aiming with, and it wasn't always clear to me whether I had exploded a car in the success or fail way. I also found myself looking backwards toward the end of a level for more targets to fire at, and as a result usually missed the level rollover graphic that you have to be facing forward to see. I got the bananawaffle level a couple of times, and once I think I beat it but was looking backwards, though I was back at level 1 before I tried weaponswitching around to check for new food types, so maybe not. Really cool experience, with a nice challenge to the gameplay through the wobbliness of the targets and the switching of food types, plus this crazy hybrid of post-apocalyptic zaniness that really came to life through all of the graphics, sound, and music. Great job! |
| Apr 26 14:15:03 | 22h 30m | droidathon | ♥ 1 | Really original presentation plus the chunky movement makes this a whole new experience. Nicely done! I found the difficulty pretty high, so I kept losing the third duel, and getting sent back to zero was feelsbad so eventually I couldn't face the first duel AGAIN so I gave up. I certainly would have played longer if you restarted against the same enemy (or even regressed 1) but maybe that would have chepeaned the achievement of winning. But I definitely had fun. Enemy movement is nice, their offense is brutal if you just stand and fire, and that forces you to use the movement system. The chunk-steps of movement are an interesting twist, and it's cool how you fall down if you try to bust a flurry of moves out. Lots of nice touches here, well done! Oh - almost forgot, I really appreciated the sensitivity setting. |
| May 3 16:33:18 | 170h 18m | iNanny | ♥ 1 | I found this one very stylish. The opening movie reel was a very nice way to set the stage, and fit the overall style well. The robot had controls that felt very nice, and while there was a bit of initial confusion I quickly figured the game out (first thought was that I had to push the baby, took some fails to uncover the real objective). The music and sound really sold the vibe, and also conveyed the important play events like lock-on etc. The randomness of the layout kept the game from feeling overly repetitive, but also created some janky situations from time to time where I felt a little cheated, but not too bad. I liked how there were two failure states, with both the baby and the robot at risk, and they way I had to balance them, especially once there were two enemies. I didn't beat it. The best I did was get past several segments of double-enemy. I think there's probably something even better hiding in the raw material you have here, something that feels a little more fair and puzzley that could deliver a more potent dose of that Oh-I'm-so-clever feeling for the player for manipulating the switches to change the map. I caught a few little tastes of it, but some runs went by without me getting any of that feeling. Really hard to sieze that in a gamejam, especially with procgen at play, but I bet with a little more time there's more here to mine. Overall a very nice entry! |
| May 3 16:49:41 | 16m 23s | Dr Paparapa | ♥ 1 | Hey! Sorry it flipped from fun to pain this time out. I gave the game a try. I'm pretty bad at rhythm games in general (although I remember Parappa fondly) so I didn't score super-well on this. I was doing okay at first, but the way the arrows come in and want me to press several different ones at once made it tough. I think I was thrown off by the way the arrows come from four different directions. I kept inverting left/right in my brain: the things coming from the left want me to press right. It makes sense because they are MOVING right, but somehow my brain kept thinking about the direction they come FROM and not their direction of movement. But it was a cool vibe, nice idea to have the breakdancing, and the music choice was nice (if you made that then wow nice work!) Sorry you didn't get as far as you wanted with this one, better luck next time! I think for me, it would also be very difficult to extend the compo into a jam. The effort of the 48 hours already takes a lot out of me and leaves me in a very drained state. I can imagine that coming to the end and feeling bad and then extending it for ANOTHER DAY would really push me over the edge into unhealthy. |
| May 3 22:06:54 | 5h 17m | Turtle Daddy | ♥ 1 | Wow super-cute, right to the point, small breather to learn the ropes at start, difficulty ramps nicely, tight controls, good sound... this is well done across the board. My favorite moment was discovering that my shield carries the babies back to me, I thought that was a very nice design touch! Great job. |